text: import { Sphere } from '../math/Sphere.js';
  import { Ray } from '../math/Ray.js';
  import { Matrix4 } from '../math/Matrix4.js';
  import { Object3D } from '../core/Object3D.js';
  import { Vector3 } from '../math/Vector3.js';
  import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
  import { BufferGeometry } from '../core/BufferGeometry.js';
  import { Float32BufferAttribute } from '../core/BufferAttribute.js';
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  var _start = new Vector3();
  var _end = new Vector3();
  var _inverseMatrix = new Matrix4();
  var _ray = new Ray();
  var _sphere = new Sphere();
  
  function Line( geometry, material, mode ) {
  
  	if ( mode === 1 ) {
  
  		console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  
  	}
  
  	Object3D.call( this );
  
  	this.type = 'Line';
  
  	this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  	this.material = material !== undefined ? material : new LineBasicMaterial();
  
  }
  
  Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  	constructor: Line,
  
  	isLine: true,
  
  	computeLineDistances: function () {
  
  		var geometry = this.geometry;
  
  		if ( geometry.isBufferGeometry ) {
  
  			// we assume non-indexed geometry
  
  			if ( geometry.index === null ) {
  
  				var positionAttribute = geometry.attributes.position;
  				var lineDistances = [ 0 ];
  
  				for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  
  					_start.fromBufferAttribute( positionAttribute, i - 1 );
  					_end.fromBufferAttribute( positionAttribute, i );
  
  					lineDistances[ i ] = lineDistances[ i - 1 ];
  					lineDistances[ i ] += _start.distanceTo( _end );
  
  				}
  
  				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  
  			} else {
  
  				console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  
  			}
  
  		} else if ( geometry.isGeometry ) {
  
  			var vertices = geometry.vertices;
  			var lineDistances = geometry.lineDistances;
  
  			lineDistances[ 0 ] = 0;
  
  			for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  
  				lineDistances[ i ] = lineDistances[ i - 1 ];
  				lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  
  			}
  
  		}
  
  		return this;
  
  	},
  
  	raycast: function ( raycaster, intersects ) {
  
  		var precision = raycaster.linePrecision;
  
  		var geometry = this.geometry;
  		var matrixWorld = this.matrixWorld;
  
  		// Checking boundingSphere distance to ray
  
  		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  		_sphere.copy( geometry.boundingSphere );
  		_sphere.applyMatrix4( matrixWorld );
  		_sphere.radius += precision;
  
  		if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  
  		//
  
  		_inverseMatrix.getInverse( matrixWorld );
  		_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  
  		var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  		var localPrecisionSq = localPrecision * localPrecision;
  
  		var vStart = new Vector3();
  		var vEnd = new Vector3();
  		var interSegment = new Vector3();
  		var interRay = new Vector3();
  		var step = ( this && this.isLineSegments ) ? 2 : 1;
  
  		if ( geometry.isBufferGeometry ) {
  
  			var index = geometry.index;
  			var attributes = geometry.attributes;
  			var positions = attributes.position.array;
  
  			if ( index !== null ) {
  
  				var indices = index.array;
  
  				for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  
  					var a = indices[ i ];
  					var b = indices[ i + 1 ];
  
  					vStart.fromArray( positions, a * 3 );
  					vEnd.fromArray( positions, b * 3 );
  
  					var distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  
  					if ( distSq > localPrecisionSq ) continue;
  
  					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  					var distance = raycaster.ray.origin.distanceTo( interRay );
  
  					if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  					intersects.push( {
  
  						distance: distance,
  						// What do we want? intersection point on the ray or on the segment??
  						// point: raycaster.ray.at( distance ),
  						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  						index: i,
  						face: null,
  						faceIndex: null,
  						object: this
  
  					} );
  
  				}
  
  			} else {
  
  				for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  
  					vStart.fromArray( positions, 3 * i );
  					vEnd.fromArray( positions, 3 * i + 3 );
  
  					var distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  
  					if ( distSq > localPrecisionSq ) continue;
  
  					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  					var distance = raycaster.ray.origin.distanceTo( interRay );
  
  					if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  					intersects.push( {
  
  						distance: distance,
  						// What do we want? intersection point on the ray or on the segment??
  						// point: raycaster.ray.at( distance ),
  						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  						index: i,
  						face: null,
  						faceIndex: null,
  						object: this
  
  					} );
  
  				}
  
  			}
  
  		} else if ( geometry.isGeometry ) {
  
  			var vertices = geometry.vertices;
  			var nbVertices = vertices.length;
  
  			for ( var i = 0; i < nbVertices - 1; i += step ) {
  
  				var distSq = _ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  
  				if ( distSq > localPrecisionSq ) continue;
  
  				interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  				var distance = raycaster.ray.origin.distanceTo( interRay );
  
  				if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  				intersects.push( {
  
  					distance: distance,
  					// What do we want? intersection point on the ray or on the segment??
  					// point: raycaster.ray.at( distance ),
  					point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  					index: i,
  					face: null,
  					faceIndex: null,
  					object: this
  
  				} );
  
  			}
  
  		}
  
  	},
  
  	clone: function () {
  
  		return new this.constructor( this.geometry, this.material ).copy( this );
  
  	}
  
  } );
  
  
  export { Line };
  